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Sonic Classic Heroes New revision: 0.07f6 - even more fixes

#1216 User is offline WheatThins 

Posted 09 August 2012 - 01:38 AM

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View PostZinos, on 08 August 2012 - 02:04 AM, said:

A heads-up-even when I had all of the Emeralds, Team Sonic goes Super instead of Hyper in the Sonic 2 ending, although this may be intentional I'm not sure. Also, the credits still lists the game as Sonic 2 Heroes instead of Sonic Classic Heroes.


:colbert: Hyper sonic doesn't exist til S3&K, unless it was imported in to this ROM.

#1217 User is offline TripleXero 

Posted 09 August 2012 - 02:17 AM

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View PostWheatThins, on 09 August 2012 - 01:38 AM, said:

:colbert: Hyper sonic doesn't exist til S3&K, unless it was imported in to this ROM.


Unless you're talking about the ending sprites for Hyper Sonic, I'm not sure you know what is even in this hack

#1218 User is offline flamewing 

Posted 09 August 2012 - 04:43 PM

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@Zinos: By any chance, do you have a save-state where this happens? The tries I made resulted in it working as expected, but maybe that is a result of me cheating in the emeralds.

@WheatThins: What a way to waste a trial post: putting your foot in your mouth :v:

Anyways: new revision is up: grab it here.

Changelog:

Enhancements over previous revision:
  • Minor speed improvements on several routines.

Bugs fixed from previous revision:
  • Both fireballs from CNZ boss spikeball went on the same direction.
  • Vanishing flaming grass platforms in MZ, along with several potentially bad bugs related to it.

Bugs fixed from the original games:
  • Duck then jump bug on vertically looping levels.
  • Fixed SYZ3 glitch through floor, hopefully without side-effects.
Edit: A few comments: the MZ flaming platform did not cause more serious troubles by sheer luck. It was overwriting the object respawn table entry with the last of the fireballs, which could (a) lead to the wrong object being deleted when it got out of screen and (2) lead to random crap being written to bad locations when the platform got offscreen enough. It also used an address that overlapped the child fireballs to mark the platform as being on fire, but this one is more harmless -- by luck. Moreover, the platform never cleared its respawn entry if it had burned completely. So you see, it was bad...



This post has been edited by flamewing: 09 August 2012 - 04:53 PM

#1219 User is offline FlashingYoshi 

Posted 10 August 2012 - 04:44 PM

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Glitch ahoy! So many that I made them into Gens movies. =P Anyways, the movies labelled scheroes-7f2 are for version 0.07f2. Guess what version scheroes-7f3 uses. scheroes-7f3-dafuq is just hex-edited 7f2 version, so it desyncs when I lose my 39th life. That's where dafuq2 picks up the slack.
The confirmed glitches are only in Marble Zone 2. They are that Knuckles can apparently glide into lava, he can't grab on certain walls (sprite, not terrain), it is possible to trigger the lava and stay up safe, and explore the area where the lava was before (and fall to your doom), and that after finishing the act, Tails can bring Knuckles up to a wall, and Knuckles can hold onto the wall as long as desired. =D

Movie links:
http://www.2shared.c...esbugs.zip.html
http://jumbofiles.com/ow7bslzrix0s
http://ge.tt/1cmbWqL/v/0
http://thexyz.net/arhgkadnbn80
This post has been edited by FlashingYoshi: 10 August 2012 - 04:52 PM

#1220 User is offline flamewing 

Posted 10 August 2012 - 07:51 PM

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For reference, gir are not "Gens" movies; they are "Gens Plus" movies. Makes all the difference in the world.

I am not in the slightest interested in the "bugs" regarding Knuckles not being able to climb sprites. I swear, I will get myself banned insulting the next person to "report" them. I am also not interested in anything regarding people doing stupid things after the act ends.

The scheroes-7f2-moar.gir and scheroes-7f2-evenmoar.gir movies were more interesting; but they are ultimately useless without knowing what you did to trigger it.

As for the slide inside terrain: for some reason, I had the check to see if Knuckles was sliding on a sprite disable collision with terrain. Some other cases also did this (specifically, normal gliding and falling from glide), but they are usually more harmless -- now that I think of it, they could be behind the issues on scheroes-7f2-moar.gir and scheroes-7f2-evenmoar.gir, if you trigger the anti-gravity glitch.

#1221 User is offline FlashingYoshi 

Posted 10 August 2012 - 09:43 PM

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Oh... Thanks anyways! I think it has something to do with the ground (think I was running really fast while invincible or something... I did the same thing in Sonic CD once by running into the spikes at the end of PP1 BF O.o) Oh, and I know that they're Gens+, just forgot. You're smart enough to figure out anyways. And I've seen quite a few posts regarding the grabbing on. But don't get yourself banned! I'm looking forward to another few releases of Sonic Heroes-themed hacks. But really, I don't think one mistake is gonna get you banned. At least hope not. =P
Really, why does Gens+ have so many things that Gens/GS lacks? I mean, when was the last Gens+ release? '06, '07? Granted, I'm using release 7, but...

Oh, and just ran into a few Cloudflare issues. Hate when that happens. Also, on the wiki, sometimes I get a gz file instead of a php/html file. Might report this to Scarred Sun or Cinossu.

EDIT: Wow, happens on SegaRetro too! D=
This post has been edited by FlashingYoshi: 10 August 2012 - 09:44 PM

#1222 User is offline Yeow 

Posted 11 August 2012 - 12:24 AM

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View Postflamewing, on 09 August 2012 - 04:43 PM, said:

@Zinos: By any chance, do you have a save-state where this happens? The tries I made resulted in it working as expected, but maybe that is a result of me cheating in the emeralds.


As in an in-game save-state? Yeah. If you're referring to a savestate done with the emulator, no.

#1223 User is offline redhotsonic 

Posted 11 August 2012 - 05:59 AM

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View Postflamewing, on 10 August 2012 - 07:51 PM, said:

I am not in the slightest interested in the "bugs" regarding Knuckles not being able to climb sprites. I swear, I will get myself banned insulting the next person to "report" them.


Posted Image

Knuckles is stuck in this animation here *runs*




Winding you up, mate. Although, I did spot two more bugs:


Posted Image

A tag/priority issue here. I've never noticed it here in the real Sonic 2. Maybe because I switched character at this point? I'm unsure how I did it.



Also, the drowning bug (get hurt then drown) still exists, and happens on all 3 characters. I did a fix the other day if you want to look.

#1224 User is offline flamewing 

Posted 14 August 2012 - 01:11 PM

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New revision is out: grab it while it is hot (mirror).

This is probably the last bugfix revision I will do for now; the next revision will have more than simple bugfixes (unless a critical show-stopping bug is unearthed).

Enhancements over previous revision:
  • Small layout change in SYZ2, most visible at the end of the level with Tails.
  • Layout changes in MZ (all acts) so people will stop complaining about Knuckles not being able to climb sprites. Also added something in these levels for explorers.
  • If AI on S2 special stages is disabled, the single player HUD is shown instead.
  • Removed last traces of old options screen and level select menu.

Enhancements over original games:
  • Small optimizations in S2 special stage physics.

Bugs fixed from previous revision:
  • Entering special stages from options screen correctly fades everything to white.
  • Special stage entry sound plays if you gain an extra life at the end-of-act score tally.
  • Knuckles incorrectly did not check collision with terrain when gliding, falling from glide or sliding if the bit for being standing on an object was set.
  • GHZ edge wall object did not correctly set its standing height and horizontal position.
  • Having Tails drag a character onto the big ring will now correctly remove the character from the world.

Bugs fixed from the original games:
  • S2 special stages now have symmetric animations with regards to the vertical and horizontal center lines.
  • S2 special stage bomb collisions keep the sign of angular speed.
  • Time over when drowning and time over when dying bugs; getting hurt then drowning bug; all based on code by RedHotSonic.
  • No more monitors hidden in walls in SBZ2.
  • Added some path swappers in CPZ2 to fix priority issues.
  • Climbing animation issue if touching the side of a sprite before jumping to climb.


Now, one of the things I am planning is for both Team Super and Team Hyper (both of which will be on the next revision) to die when the number of rings gets to zero. I am asking the "hive" to give suggestions on how many rings you folks think they should start with. A per-level value would be great, but not required; my main issue is that I know the fastest routes by heart, and rarely ever fail to get into them (even though I am not all that good as a regular speedrunner), so I would be a bad judge of that. The numbers should be low enough to present a challenge, but not low enough that you are forced to go sprinting to the end grabbing rings as fast as possible.
This post has been edited by flamewing: 14 August 2012 - 02:08 PM

#1225 User is offline TripleXero 

Posted 14 August 2012 - 05:04 PM

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View Postflamewing, on 14 August 2012 - 01:11 PM, said:

Now, one of the things I am planning is for both Team Super and Team Hyper (both of which will be on the next revision) to die when the number of rings gets to zero. I am asking the "hive" to give suggestions on how many rings you folks think they should start with. A per-level value would be great, but not required; my main issue is that I know the fastest routes by heart, and rarely ever fail to get into them (even though I am not all that good as a regular speedrunner), so I would be a bad judge of that. The numbers should be low enough to present a challenge, but not low enough that you are forced to go sprinting to the end grabbing rings as fast as possible.


I think just a general 50 rings is good to start off as if they're getting it as soon as the level starts. I rarely ever de-transform when going Super/Hyper, and with an extra 50 rings, I doubt that I ever would. Maybe when every emerald is collected and you can become Hyper, then you can set the initial rings to 75 or something around that as a more of a reward for beating all the special stages

#1226 User is online KingofHarts 

Posted 14 August 2012 - 07:21 PM

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View PostTripleXero, on 14 August 2012 - 05:04 PM, said:

View Postflamewing, on 14 August 2012 - 01:11 PM, said:

Now, one of the things I am planning is for both Team Super and Team Hyper (both of which will be on the next revision) to die when the number of rings gets to zero. I am asking the "hive" to give suggestions on how many rings you folks think they should start with. A per-level value would be great, but not required; my main issue is that I know the fastest routes by heart, and rarely ever fail to get into them (even though I am not all that good as a regular speedrunner), so I would be a bad judge of that. The numbers should be low enough to present a challenge, but not low enough that you are forced to go sprinting to the end grabbing rings as fast as possible.


I think just a general 50 rings is good to start off as if they're getting it as soon as the level starts. I rarely ever de-transform when going Super/Hyper, and with an extra 50 rings, I doubt that I ever would. Maybe when every emerald is collected and you can become Hyper, then you can set the initial rings to 75 or something around that as a more of a reward for beating all the special stages


Correct me if I'm wrong, but I think what he means though, is a Team Super/Hyper where they start as Super/Hyper, and you must try to make it through the zone as these characters. This is just like MainMemory's SuperSonic challenge. I'm very much looking forward to this.

ONE thing that I've never seen though, and would really work well and fit with this concept, is that Team Hyper eats rings faster than Team Super. Any chance we could see something like this? (Making Team Hyper more of a harder mode... set their starting ring counts lower, requiring skill to that of speedrunners, while Team Super can have easier starting ring counts.)

Just an idea.

#1227 User is offline flamewing 

Posted 14 August 2012 - 09:44 PM

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I like the idea of tighter limits for team Hyper, given they are more powerful, and since all invincibility monitors turn into speed shoes for them. Maybe I could do a not-perfectly-optimized TAS of all levels and add a small margin of safety for Team Hyper, then increase it by 10-20 rings for Team Super? Given there will still be rings in the levels, it would allow normal players to survive long enough, I guess.

The flat 50 rings suggestion does not work well because of FZ -- 50 rings would be a death sentence there, as it takes at least some 10 seconds longer than this to beat Eggman there. Unless I add some way to get rings during the fight; maybe have the red thing throw some rings away instead of the energy orbs (which, lets face it, are harmless for those teams). Cutting the bit with the energy spheres and have Eggman go all out might also work -- and would be one heck of a challenge!

#1228 User is offline TripleXero 

Posted 15 August 2012 - 12:55 AM

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Maybe do something along the lines of Sonic Adventure 2's Super fight, when Sonic and Shadow have different ring counts, but that I'm guessing would make complications, if that's even possible. If it is, maybe just do it for boss fights. Or maybe don't do the initial ring amounts for boss fights, because being invincible in the final bosses would be WAY too easy

#1229 User is online KingofHarts 

Posted 15 August 2012 - 01:02 AM

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I prefer the idea of implementing rings in some fashion in the final bosses. It would require some level of creativity to make it work... and that thought alone makes me very interested in seeing it in execution... and based on the work on this thus far, I think we will get a good result. Playing bosses as regular, only to go back into Super Mode in the next zone screams uncreative. I'd be ok with it for the first time next release... since its the first one, but the release after that should have something...

#1230 User is offline flamewing 

Posted 20 August 2012 - 08:39 PM

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So, hm, I had this idea: what do you think of something like this as the end-of-act pose for Super/Hyper Sonic in Team Super/Hyper?
Posted Image

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